The frame rates seem comparable to Java3d, but I know there is lots I can do still to improve performance. We are also horribly CPU heavy, running at about 30 percent of the frame rate is spent calculating the next frame. I had hoped that a scene like above would render a lot faster than 41 fps at 1152x864x32, and I hope I can figure out the issues.

Does anyone know if the jogl canvas.display() returns as soon as my GL code is done, or does it wait for opengl to finish drawing and swap a frame? It would be nice to get some overlap there if possible.

I have not committed my latest Xith3d code yet, I need to clean up some debugging code I still ahve in there.

Ok thats good to know. I will have to do some profiling and see where the time is being spent. The funny thing is that before I had view frustum culling working I was rendering 200,000 triangles a frame at 23 fps, but with culling it is more like 40-50k a frame at 41.

Hi Sounds like xith is going from strength to strength, is this the same version thats in CVS?, I dunno if I was doing something wrong but I just can't get it to play right with polygon arrays rather than triangle arrays/fans. AC3D fromat is for polygons and getting the underlying renderer to deal with it, running on top of xith rather than Java3D would mean GL does the triangulation which means what you see in the modeler is what you see on the screen .

If the current xith3d should be able to cope with polygon arrays then i'm doing something wrong, if it can't, any ideas when/if it will, or am I gonna have to try and triangulate the models myself?

Edit:

I just checked the latest build out, and noticed a class I already had, GeometryArray, i dunno how I missed it last time, it was probably late then too Also tried to build it with ant on a SDK without java3d installed and I still get build errors unless I build on the java3d enabled sdk, is this a known thing that just wasn't on the top of the priority list?, I know it's very early days yet so I don't expect everything to have been resolved yet, just trying to guage if its ready for me to try and port my AC3D loader.

I am using Xith3D from CVS without Java3D installed for this SDK. The current build does have a few dependencies the ones which I noticed are:

vecmath.jarj3dutils.jar

I just placed them in $JAVA_HOME/

And it built fine

There is a free implementation of vecmath out there - and the j3dutils.jar file comes as an extra to Java3D, not part of the core IIRC

I must say that I am very impressed with what I have seen so far David, well done! Loading a Max-exported ASE file (with materials) was a breeze (well some documentation would have been nice, but that can wait ). The next time I am coding, I will be porting what I have done in Java3D into Xith3d (not a great deal thus far, but it's nice to be able to keep it).

Shadows seem a little odd for more complex meshes but I understand you are working on it (and the very fact there are shadows is enough to wet my appetite!)

Hi I'm no xith expert, but from what i've seen you need to add your model to the universe just like in java3d and then call renderOnce() repeatidly, before the first call the screen is white, and after the last render is called the screen seems to revert to white, loop round 1000 times or something, that should draw it for a few seconds.

What is GEOM_POLY? I am not familiar with that. If you mean by poly a arbitrary polygon with more than 4 sides then I am not aware that OpenGL can render such a thing... it would have to be broken down into triangles first.

glBegin will accept a GL_POLYGON for convex object rendering, but its pretty unstable. Odds are the driver will split it into triangles itself, so you're better off doing it yourself so you don't get unexpected results (particularly with per-vertex colours).

I'm rendering convex hulls for my 2d game, and i've found it works better by finding a center point (avarage of all the edge points) and using this as the anchor for a tri fan. This way the results are consistant and i get more control of the interpolated colours

would be cool- then some stuff could have hard darker shadows and others softer colour shadows.

note on collision's.. if i have a airplane flying around and what to see if it crashes into the ground. what sort of collision detection should i use? i still want the airplane to fly around the mountains and stuff.

[the airplane and the terrain are both ase files]

also what do u add a Background to? (view i thought but didnt see to work).

Hi like OrangeTangy said, glBegin can have GL_POLYGON as it's type, my understanding is that sgi have some algorithm in glu utilities that triangulates it, but the source is closed otherwise I would have pinched it and implemented it . I was thinking that at some point GemoetryArray in xith3d would accept GEOM_POLY, like it has GEOM_TRI etc, but I guess this isn't planned for?

Currently i'm playing with using java3d's GeometryInfo and Triangulator, then extrackign the triangle arrays and triangle strip arrays and creating xith versions of them, but i'm not having much success, the background colour seems grey rather than black, and most of the shapes in my model don't show up, even though they have been set to do no face culling.

the model rotates around the centre point of the VirtualUniverse. and not around itself. i want to rotate the object then move it along its z. so what ever direction the object it pointing after its rotation, it will then fly along its new transformed z direction. like an airplane..

java-gaming.org is not responsible for the content posted by its members, including references to external websites,
and other references that may or may not have a relation with our primarily
gaming and game production oriented community.
inquiries and complaints can be sent via email to the info‑account of the
company managing the website of java‑gaming.org